Slappi's assessment was a response to someone claiming ATI was profitable. In fact, it just lost less than the rest of the company.
I'm pretty sure everyone here will quite happily admit that AMD has been losing money for quite a while now.
I've been reading every page of this thread and noone has said AMD has been profitable. Not sure where you got that.
Perhaps you need to read a bit more carefully. Not sure why you're mentioning AMD, this statement of Neliz was about ATI.
neliz said:indeed I think That Q1 was profitable for ATI before dropping in Q2 again. But spinning it that way ATI is losing a lot less money than nVidia who seem to have recurring "one time write-off's."
The only thing left for us to guess is how much of these "one time write-offs due to bad packaging material" they will have.
Perhaps you need to read a bit more carefully. Not sure why you're mentioning AMD, this statement of Neliz was about ATI.
This:Dude, what's your point?
That's not true. Simple. nVidia is making loss. I can't get, why do you have a problem when I corrected evidently wrong information.NVDA makes a profit.
I would assume you bringing in AMD financials would have something to do with that. Since NVDA financials were brought up to counter the claim that NVDA has been profitable this past year.
Regards,
SB
The ROP groups do not appear to be similarly divided.
Is this just a diagram simplification, or is there something more to this?
Yeah, looks problematic to me. Can't think of any justification other than "scaling bandwidth to 20 clusters is extremely hard".The L1/L2 bandwidth appears to be in line with clock speed, even if the consumers of said bandwidth are twice as numerous.
This may be one area where some of the less than doubled performance might be attributed.
Are the double ROPS a resultant of, for instance double-Z or are requirement bceause of it?
Interpolation was moved inside the shader cores.There's no interpolator unit. I wonder if this has something to do with tessellation being an interpolator of sorts. The D3D11 tessellator generates interpolated vertex coordinates based on existing vertices and tessellation factors.
Yep, that seems to be the case. Fragments reordering is probably done there therefore it needs to be coherent with the rest. Moreover they need to be able to send back z-related info to the Hi-Z blocks so that they can update their low res conservative z-buffer representations.There are two rasterizer blocks, two SIMD banks, and then there is the ROP section.
The L shaped purple blocks on the side of each ROP block apparently have links to both hierarchical Z blocks.
This would seem to indicate that even though the earlier parts of the process are split, the ROPs have a unified view, possibly for the sake of correctness if two rasterizers have outputs that will lead to gibberish if they write out without some kind of order being put in place.
Seems it can only be 256-bit.What about external bandwidth? Any confirmation yet? That kinda of scaling would be amazing if they were still on a 256-bit bus.
The performance appears to be ~50% higher than HD4890. Sure it's better than the seeming bandwidth increase, but RV770 seemed to have quite a bit of excess bandwidth particularly for 4xMSAA.By the performance or architectural changes (or lack thereof)?